2007/11/12, Jeremy L. Moles <[EMAIL PROTECTED]>:
> On Mon, 2007-11-12 at 19:41 +0000, Robert Osfield wrote:
> > Hi Jeremy,
> >
> > I wouldn't worry about users defined clip planes, or special texture
> > matrix set up.  I suggest getting to grips with plain OpenGL modelview
> > and projection matrices and how they work, the OSG's Camera view and
> > projection matrices map directly to OpenGL's so docs on the web and
> > OpenGL books on the topic of cameras should help you.  Once you grasp
> > this stuff hopefully things will become second nature and the
> > solutions will pop out of this better understanding.  I'm no great
> > educator though, so I have to defer to other texts for this, but I do
> > know that the time you invest in understanding modelview and
> > projection matrices will repay you many time over throughout the rest
> > of your career.
>
> :)
>
> Well, I wouldn't go so far as to say I don't have ANY understanding of
> those concepts--it's just that translating your recommendation into
> implementation isn't immediately obvious given both my understanding of
> GL in general and my familiarity with OSG.
>
> At any rate, introducing clipping may solve the issue of not rendering
> the undesirable portions of a piece of a geometry, but how does it
> affect picking? Is it possible to pick objects that are clipped (this
> seems to be the case from my small tests here, though I'm probably doing
> something wrong)...

As far as I understand no picking problems should appear when
osg::Camera's viewport is set correcly.

You don't need to remember math for these A,B,C,D. Just use
osg::Plane( Vec3 normal, Vec3 point ) constructor. Something like
Plane( Vec3( 1,0,0 ), Vec3( x1,y1,0) )
Plane( Vec3( 0,1,0 ), Vec3( x1,y1,0) )
Plane( Vec3( -1,0,0 ), Vec3( x2,y2,0) )
Plane( Vec3( 0,-1,0 ), Vec3( x2,y2,0) )
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